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|___| ___| | \ __|__ | gsKit Open Source Project.
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Copyright 2004 - Chris "Neovanglist" Gilbert <Neovanglist@LainOS.org>.
All rights reserved.
Licenced under Academic Free License version 2.0
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If you are confused on how to start developing for PS2, see the getting started section on the ps2dev main page.
gsKit is a library that provides a C interface to the Playstation 2 Graphics Synthesizer. It is low level in nature, implimented using the PS2SDK and inline assembly. This project does not aim to be all inclusive, rather a "lean and mean" interface to the GS hardware.
The following list is of things that, when complete, gsKit will be capable of when it reaches it's mature stages. It is currently in the early stages of development. Read the STATUS file for detailed information.
gsKit aims to provide the following functionality:
- Multi format GS initialization. (NTSC, PAL, DTV, VESA)
- HalfBuffer Support (
NTSC_I
andPAL_I
modes) - VSync, Double Buffering, Anti Aliasing, and Z Depth Test.
- Render Queue Support, with different drawing modes. (
GS_ONESHOT
, andGS_PERSISTANT
) - Overlay and multi-context support utilizing the "Merge Circuit".
- Basic primitives as per the Sony documentation. (Line, Tri, TriStrip, ...)
- Extended primitives support. (Quads and GL Style Vertex Lists)
- Simple texture loading and handling.
- Font and printing support for FNT and TrueType formats.
- GS debugging and diagnostic functionality.
- C accessibility of all documented GS functions.
gsKit also includes a library named dmaKit. dmaKit provides C routines for DMAC usage by gsKit. The aim of this library is also for eventual inclusion in PS2SDK. For now, it will remain part of the gsKit project while it matures.
This library is designed for integration into the PS2SDK when it becomes mature. As such, it is also designed to link and compile against the PS2SDK. Support for PS2LIB and other support libraries is untested.
A source or binary release of gsKit will include the following directories:
gsKit/lib
- gsKit compiled libraries.gsKit/doc
- gsKit documentation.gsKit/examples
- Example projects demonstrating use of gsKit.gsKit/ee
- ee root directory.gsKit/ee/gs
- gsKit source root.gsKit/ee/gs/include
- gsKit include files.gsKit/ee/gs/src
- gsKit source files.gsKit/ee/dma
- dmaKit source root.gsKit/ee/dma/include
- dmaKit include files.gsKit/ee/dms/src
- dmaKit source files.gsKit/vu1
- VU1 assembly files.
-
Install PS2Toolchain In order to install
gsKit
, you must have previously installed the PS2Toolchain (which automatically install also the PS2SDK) -
Edit your login script Add this to your login script (example:
~/.bash_profile
)
export GSKIT=$PS2DEV/gsKit
NOTE: You should have already defined in your login script the $PS2DEV
variable
- Compile and Install
Run the next command
make && make install
-
Install CMake
-
Build & compile
make all
NOTE: The examples will be in the build
folder
There are several small notes that need to be made about gsKit operation.
-
As of version 0.3, gsKit no longer uses the scratchpad, so you are free to use it in your application.
-
There is a default drawbuffer size of 2MB for oneshot, and 256KB for persistent. If they are filled beyond capacity, bad things will start to happen. (Compile with
-DGSKIT_DEBUG
to get warnings about it at the expense of performance or just uncomment section in Makefile.pref) You can tweak these values with theGS_RENDER_QUEUE_(OS/PER)_POOLSIZE
macros. (Look in ee/gs/include/gsInit.h) -
Most gsKit routines (prim pushing,
TEST
/CLAMP
mode setting, etc) will queue their execution into the drawbuffer. Texture data sends however, are the exception to this. They happen immediately upon calling, however this behavior will be changed so they are also queued into the drawbuffer in a future version. -
By default gsKit's active drawbuffer is Oneshot.
-
You can specify some external libraries in Makefile.pref (just uncomment what you need)
Links for discussion and chat are available here.
See AUTHORS
.